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Kurayami Ēsu (Chaos Impulse) NPC W.i.P

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Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty Kurayami Ēsu (Chaos Impulse) NPC W.i.P

Post by Kerubin Mon Mar 03, 2014 6:50 pm

Character Template
Part One
The Cruel Reality



-------------------------------------------
+ Name: Kurayami Ēsu
+ Height: 176 cm / 5'10"
+ Weight: 65 kg / 145 lbs
+ Gender: Male
+ Age: 15
--------------------------------------------------

+Faceclaim Picture: Kurayami Ēsu (Chaos Impulse) NPC W.i.P Kai_ph10 (Kai Toshiki from Cardfight!! Vangaurd)

+ Physical Traits: Kurayami has Bright Royal Purple eyes, this is rare to find in a Japanese Person, but due to slight mutation to his Eye Color portion of the DNA, Kurayami ended up with Bright Royal Purple Eyes.

+ Clothing: What you see on the picture what you would normally see him wear, there will be days however when he changes the Red Light Jacket and Pants for a Black Set instead, and change his collared shirt into a White or Red one.

---------------------------------------------

History:
Kurayami was born into a healthy middle-class family in Okinawa, Japan, and his parents installed the NeuroLinker onto him because they wanted him to succeed in school and in sports. Though Kurayami's father had other plans for his son, as he knew that he would become a specialist in Aikido, a form of Mixed Martial Arts.

Through the years, Kurayami had learned the art of Aikido from his father in a Dojo they had half a mile away from their home, because Kurayami preferred the more aggressive side to Aikido, he was trained to be a Uke Aikido Specialist, while having the same amount of skill in Tori Aikido. At the age of 12, Kurayami was winning some Junior MMA Tournaments and from those Tournaments, extra revenue came to his family. Everything would seem to be flawless in Kurayami's life, until one day, the Dojo that Kurayami and his father had been training in, burned down. Thus, stopping Kurayami's training and having him focus everything into schoolwork until he could find a club that felt comfortable to him. Practicing after school with his father in their living room gave much less space than what they had both wanted, but it was better than nothing, still Kurayami couldn't help but feel himself slowly falling apart inside.

Elaboration as to how Kurayami won his Junior Tourney's (Optional but recommended to Read):

Two years later, a new Mixed Martial Arts Dojo was built, but because it wasn't built by his father, Kurayami felt a little separated from whoever would be in this Dojo. Upon entering the Dojo, there was an Octagon Cage a little smaller from his previous tournaments, but it gave Kurayami a little heart warmth inside. Then he saw the owner of this Dojo, and asked if he could take part of this Dojo. The owner simply replied that if he wanted to be a part of them, he would have to prove his worth. Thus elaborating that he will have to fight other people, when and how was never specified, as two Muay Thai fighters each a year older than Kurayami jumped him from behind. As skilled as he was repelling two people at once thanks to his Aikido training, it wasn't aggressive enough to put down the people that were jumping him, until a girl jumped in to aid Kurayami against the two Muay Thai fighters, thus repelling them completely. After thanking the girl who had aided him in his time of need, she introduced herself as Sakura Genchiro and from there on out, Sakura and Kurayami became the best of friends. However, due to the incident that had happened in the new Dojo, Kurayami decided to stray away from everybody else in general, but kept going to the new Dojo simply from Sakura's constant begging (Sakura however is not older than Kurayami, she is one year younger than he is).

A year had passed, Sakura and Kurayami had ended up being close enough to date knowing full well that they would each give their for each other in any situation. However, during that year, Kurayami had gone through terrifying ordeals within the Dojo, being forced to fight people older than him and of course with high stakes involved. Thanks to Sakura's support, Kurayami managed to become strong enough to recognized within the Dojo as a formidable ally and has helped bring back a few trophies of his own. During school, Sakura had asked Kurayami if there was anything he wanted to talk about, because she knew that he felt uneasy inside even after being accepted. After replying that the rest of the Dojo members still looked down on him, and that it started making him fall apart inside, she decided to give Kurayami the "Brain Burst" Application. Upon accepting it, Kurayami saw the words "Welcome to the Accelerated World" and received instructions from Sakura afterwards, to disconnect from the global network and to expect a nightmare to occur. Nodding to Sakura, and after walking her home from school and Dojo Practice, Kurayami went home; then continued his usual practice with his father, and went to sleep after dinner.

Kurayami woke up in the old Dojo that his father once owned, the mats and everything inside were still intact and just for a moment, he felt whole inside his heart again. However, just two minutes into the dream the day went dark, and Kurayami could see somebody come inside the Dojo, spread flammable oil around the walls and floor. Immediately trying to stop him, his body freezes, in rage he wanted to stop the person doing this but alas, the Dojo had been set into flames. The scene then shifted over to inside the Octagon Cage of the new Dojo, where Kurayami would see the same two Muay Thai fighters he fought against the first time he set foot in the Dojo, only this time Sakura wasn't there to help him. Sadly after beating him to pulp despite fight back with all his might, Kurayami gave out his innermost desire of his heart: "I feel like I'm falling apart, let me be whole again." After saying this, he could hear a mechanical voice saying "Is that what you want?" After which the bell rang, and Kurayami woke up in sweat.

---------------------------------------------

+ Personality: Kurayami is a hardworking individual, practicing Aikido daily is his life. This means that failure is very well, traumatizing to the young man. Yes he will accept help to get something done, so long as they do not fail the current task at hand. Kurayami is usually silent unless called upon in class is being spoken to by somebody, when he is with Sakura, his attitude changes to a more upbeat character always willing to do whatever with Sakura; even train with her for a decent amount of time so they can point out each's others flaws and even learn a few new techniques in the process. Due to the incident upon his first day in the new Dojo however, Kurayami has a tendency to actually show a little more rage towards people older than him and in general doesn't try to make friends unless they approach him first.

Because the Original Dojo burned down, Kurayami feels a small hole in his heart that even Sakura cannot fill inside. Yet he feels grateful at the same time because if it was not for it burning down; Kurayami would have never met his girlfriend at the new Dojo. That being said, Kurayami does have a tendency to daze off in public when things seem boring. Also, he is usually aggressive towards older guys because of the fact the fact that he was jumped by two older teenage boys the first day he stepped into the new Dojo. Wherefore due to this event, Kurayami has become more accustomed to using the Uke spectrum of Aikido. Other than these things, Kurayami is friendly and essentially easy to get along with.


Character Template
Part Two
The Accel World

Chaos Impulse Appearance:

+ Accessories: A crack on Chaos Impulse's helmet. Lines through out his Body that signify which body parts can detach, refer to the Monsoon Pic Under to see where the Lines go.

Monsoon Reference Pic:
Kerubin
Kerubin
Veteran

Posts : 119
Join date : 2013-11-19
Age : 29
Location : Jersey City

Character Stats
Name: Promethium Regalia
Level: 1
Burst Points:
Kurayami Ēsu (Chaos Impulse) NPC W.i.P Left_bar_bleue125/300Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty_bar_bleue  (125/300)

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Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty Re: Kurayami Ēsu (Chaos Impulse) NPC W.i.P

Post by Kerubin Mon Mar 03, 2014 6:51 pm

Character Template
Part Three
The Details

Stats:

Melee Prowess6+1--7
Range Prowess2+1--3
Indirect Prowess0---0
Speed6+2+2-10
Endurance1--+23
Potential10---10
Stats:Initial (25)Colour: PurpleBodyweight: LightType: OffensiveFinal: 33 points
+ Normal Moves:
          -Punch
          -Elbow
          -Kick
          -Knee
          -Grab
          -(All other Permissible Actions of Aikido)
===================================================================================
Magnitude [Specialized Body Parts]
+ Cost: N/A

+Description: Chaos Impulse's body is essentially held together by a powerful magnetic force, at the same time, this Magnetic Power itself can be used by Impulse to do a wide Variety of Skills, Ideas, and other things. Thus making his entire Body a Specialized Body Part. Lines are also shown all around his body to mark which body parts can be detached freely.

Dismantle (Normal Passive Skill)
+ Cost: N/A (Killer Gauge Wise), 2 Range/Melee Prowess Points move over into Speed (Currently 2+2+10= 14).

+Description: Chaos Impulse's body essentially has total flexibility on what Body Parts can detach from the Body, and still be utilized with the rest of his own magnetic force. Impulse can opt to detach half of his Upper Torso or dismantle it in an X-Shape, or even opt to dismantle his entire body and use the Magnetic Force to propel it towards his opponent, it all depends on what Chaos Impulse feels is right at the moment.

+ Effect: Chaos Impulse dismantles his body and immediately reattaches to his body whenever he desires it to. However, when he puts his body back together, he must wait for a cool-down period of 10 seconds. Also, if the opponent hits him hard enough on his head; Impulse's entire body will fall apart on the ground barring his head, which will still move around as the Magnetic Force must immediately recover and reattach to his body. On the bright side of this set back, the opponent will see a more or less solid magnetic-camouflage outline that the opponent must hit in order to deal more damage. During which that period, Impulse can still freely move around to dodge his opponents attacks and such until his Body reattaches itself, the cost to project this Solid Magnetic-Camouflage however is 10% of Chaos Impulse's Killer Gauge Bar, aside from that, his head can still move around because it is the only part that still contains magnetism.

+ Weakness: 

  • After reattaching his body, Impulse must wait 10 Seconds in order to Detach again. 
  • Being hit hard enough on his head will cause his entire body to lose its Magnetism and fall apart to the ground in which it must quickly regain magnetism and reattach itself. The 10% Cost in order to project the solid magnetic-camouflage outline to freely move around quickly. 
  • The cost of moving over 2 Points of Range & Melee is required in order for his Dismantling to take place, due to the Floating Body Parts moving around with such control, consistency, and quickness.


Magnetic Force (Normal Passive Skill)
+ Cost: N/A (Killer Gauge Wise) All Melee Prowess Points move over into Range Prowess (Currently 2+7= 9).

+Description: Using Magnetic Force, Chaos Impulse can use a small purple-colored Magnetic Force that can be utilized in both offensive and defensive manners. It also presents a 3rd Gauge named the "Polarity Bar" under the Killer Gauge. This 3rd Gauge will represent the amount of Magnetism Chaos Impulse can use, as each Ability he utilizes from the Magnetic Force, drains some of the Bar. It will take 30 Seconds for it to Fully Refill by itself.

+ Effect: As stated by the description, this Skill can be used in both Offensive and Defensive manners alike, each with their own use and are NOT separate Skills, they are all within the Magnetic Force Skill and will take some practice to properly use and master. 
Offensive: 

  • Magnetizing any object who's polarity is Naturally Positive or Negative (Depending on his own Polarity) that can be magnetized like Buildings, magnetizable debris, concrete in general and even pull in Metal-Duel Avatars unwilling to stay close to him as well as Enhanced Armaments from other Avatars to strip them of their greatest asset and possibly use it for himself (This is because Enhanced Armaments are mostly made of Metal and are magnetizable). There is no cost in doing this, as it is Natural to Magnetize other Objects and use it as your own, adding extra force into the thrown Objects will cost however, 15% to boost the force of the Objects thrown.
  • Chaos Impulse can also Utilize as Shooting Semi-Concentrated Orbs of Magnetic Force that essentially home in towards the opponent within a 5 Meter Radius. Each Orb shot drains the Polarity Bar by 10% with each use.

Defensive: 

  • Create a small magnetic barrier that can bounce off attacks Weaker than Chaos Impulse's Endurance+Range. (Currently 2+9= 11), as well as to deflect projectiles. It can be used in 10 Second Intervals back to back to layer the barriers (Max 3 times), but drains the Polarity Bar by 15% with Each Use.
  • Another Defensive Tactic Chaos Impulse can pull with the Magnetic Force is essentially changing his own Polarity from Positive to Negative, thus having projectiles Naturally Bounce away from Chaos Impulse before they ever touch him and in a sense, making him "Projectile/Bullet Proof". The problem with this however is that it drains 25% of the Polarity Bar for each Post it remains active.

Note: This skill will also allow Chaos Impulse to change his Polarity from Positive to Negative freely and vice versa, as well as change the Polarity of things in the Environment he touches from Positive to Negative and vice versa.

+ Weakness: 

  • Duel Avatars that are not Metal Type are not affected by being pulled in, Enhanced Armaments that are NOT made for the majority part of Metal are also not affected by this. 
  • The Magnetic Barrier essentially is a decently moderate one, it can be broken by Attacks, Projectiles and Skills that are < 11, Equal to 11 means that they have a decent chance of breaking it, assuming a 50% to 75% Chance. 1 to 3 Points < 11 means practical destruction of the Barrier, assuming an 80% to 95% Chance. Anything above 14 just means immediately destruction of the Magnetic Barrier.
  • When using the Semi-Concentrated Orbs of Magnetic Force, if the opponent is outside of the 5 Meter Radius, it will only shoot in the direction it's being shot.
  • Due to the cost of ALL Melee Prowess Points into Range, it gives Impulse an amazing asset for Ranged Attacks, but when pulling in other Duel Avatars (Metal-Type) Impulse must be weary of the fact that he has no Physical Prowess to hit them with because it will cause Impulse to damage himself if he doesn't realize it.
  • Pulling in Enhanced Armaments can be risky as well, especially if they happen to be swords or sharp objects in General, proper Hand-Eye Coordination is necessary in order to grab the Enhanced Armament being pulled towards Chaos Impulse.
  • With so many options for Chaos Impulse to choose from when using the Magnetic Force Passive Skill, it almost seems like it's too good for him as a Level 1. Keep in mind that it was stated earlier that it will take time and practice in order to properly make use each of Magnetic Force's utilities, as well as taking time in the Battle to actually master these attributes of Magnetic Force.

===================================================================================
Negative Impulse Generator (Killer Move)
+ Cost: 40%

+ Description: Creates a Negative Impulse Field that spans a Set Radius of up to 25 Meters and turns all Positive Polarity into a Negative Polarity, distorting the polarity of metal and other objects/terrain to a point where thick chunks will tear off the building/terrain from the inside-out. Thus making whatever is inside the radius bounce off each other, and causing them to never touch. Also, it sets up one small specific zone of a 10 foot radius to create a dense Negative Charge where Chaos Impulse is standing. (Think of what else could tear off)

+ Effect: Attack Power= Potential x 1.5, Currently 10 x 1.5 = 15.

  • These metal scraps would tear and fly around the designated field of Negative Impulse at a high velocity thus condensing these chunks of metal into solid orbs that are attracted to any positive source of Polarity, such as the opposing Dual Avatar, or another area of Positive Impulses. These orbs will not stop until they hit a positive impulse or a solid object of opposite Polarity. This 30 Meter Radius Negative Field lasts for 5 Minutes OR until all of the Metal Balls stop completely.
  • When using the Small Negative Charge Zone, when the opponent steps into the Small Dense Negative Charge Zone, that Avatar will be trapped into the Dense Negative Zone and unable to move, and lasts 2 Minutes, or break out of it if their Melee Prowess is higher than Impulse's Potential Stat (currently 10).


+Weakness:  

  • If the opponent can change their Positive Impulse into a Negative Impulse by touching Chaos Impulse or finding a Negative Polarity field the orbs will not be attracted to them. 
  • This Killer Move is technically USELESS in the water as is Chaos Impulse himself. 
  • The Small Negative Charge can be avoided as long as the opposing Avatar does not touch the 10 foot Radius Dense Negative Charge. 
  • The 25 Meter Radius Negative Impulse Field can be avoided by simply staying away from the Set Radius of the Killer Move if the opponent happens to know where exactly that radius is set. 
  • The Metal Balls that are formed due to the Magnetic Polarity Distortion can be blocked as well, however the timing is crucial as well as how you block the Metal Balls, deflecting them is a Hard-Enough task to do. So the best route to avoiding these Metal/Concrete/(Whatever Terrain) Balls is mainly to destroy them.
Kerubin
Kerubin
Veteran

Posts : 119
Join date : 2013-11-19
Age : 29
Location : Jersey City

Character Stats
Name: Promethium Regalia
Level: 1
Burst Points:
Kurayami Ēsu (Chaos Impulse) NPC W.i.P Left_bar_bleue125/300Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty_bar_bleue  (125/300)

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Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty Re: Kurayami Ēsu (Chaos Impulse) NPC W.i.P

Post by Kerubin Mon Mar 03, 2014 6:51 pm

Note (Tusjecht's Comments to remind myself)

Time to give you the comments I couldn't make for so long.

History:
First off, the age of Esu when his dojo burned down...it's a little too old. After twelve years living normally, his reaction to a dojo burning down should not be "Oh man, that's the end of my world" as you make it out to be. The throwing in of Muay Thai fighters, I am inclined to think, should not have that great an effect on the trauma too.

Put it this way; childhood traumas are the strongest wounds because children don't know how else to cope it besides running to their parents. As it stands, Esu got two things as a child: both his parents and a Neuro Linker. If his parents are always busy and couldn't pay attention to him, then the purchase of the Neuro Linker makes more sense, and when Esu gets beaten badly...

Ah. I think I've got it.

What you need here isn't so much an editing, but a rearrangement of events. As it stands now, Esu's motivation of Aikido is unknown because you simply wrote that it's his father's plan for his son. That doesn't answer anything.

However, if it was written such that Esu desperately wanted to specialise in Aikido because of an incident where he was beaten up by the two Muay Thai fighters, then his reason to fight becomes much clearer. I believe that this alone can explain both his wish to specialise in Uke Aikido and his despair when the dojo was torched.

And to be honest, I don't know why you chose Aikido as your martial art. It's a defensive art that requires very little strength on the part of the practitioner, and 'uke aikido' is actually referring to the person who gets thrown to the ground, upon which he reduces the damage being dealt to him by ukemi. I'm confused by what you're trying to go for here.

If you insist on having your character specialise in a martial art, could you settle on one rather than keep changing them with every edit? I know that the statsys offers modifiers like Impact Guard and Prepared Guard, but you don't have to game them to be good at them. That's the GM's job.

I'd offer my comments on the wish and duel avatar, but I think we need to discuss this over skype or chat.

Last note for the moment: specialised body parts don't count as either an ability or an EA, so just describe it. No need to use the template for that.
Kerubin
Kerubin
Veteran

Posts : 119
Join date : 2013-11-19
Age : 29
Location : Jersey City

Character Stats
Name: Promethium Regalia
Level: 1
Burst Points:
Kurayami Ēsu (Chaos Impulse) NPC W.i.P Left_bar_bleue125/300Kurayami Ēsu (Chaos Impulse) NPC W.i.P Empty_bar_bleue  (125/300)

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